MasterEffect ReBorn official thread
- crosire
It's impossible to grab or use normal textures with a generic post-processing injector like ReShade. AO is done in screenspace here.NattyDread wrote: Yes, normal map textures so we can have that high detail AO like in enb.
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- Marty McFly
- Topic Author
huss93 wrote: I copy the line hbao_reshade I add #define USE_HBAO ?? in choose effect
Awesome! You managed to ignore everything I wrote to that pastebin link.
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- huss93
- CryZENx
Marty McFly wrote: Thanks for the information but I think we already have enough different shading techniques; something like SSGI is the next step I want to take since this can really improve the image quality and lighting.
EDIT: hm, I had a look at it and it doesn't quite work; all world objects just have a tiny small outlining, that's all. I don't have the time right now to look into it (big chemistry exam tomorrow), maybe you or someone else can fix it.
pastebin.com/VNgqNrCc
You will do it Marty, good luck with the Exam i will take a look in to the code.. maybe i can fix it
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- Thaerryn
I've been testing a little your nice package
while experimenting with Dragon Age Origins I've got the warning below:
1) how to avoid it ?
2) from what shader it's originated ?
3) it's a bug or just a wrong parameters from myself ?
25/01/2015 15:42:57,255 | INFO | Initializing Crosire's ReShade version '0.13.1.665' built on '2015-01-21 20:07:07' loaded from "\Steam\steamapps\common\Dragon Age Ultimate Edition\bin_ship\d3d9.dll" to "\Steam\steamapps\common\Dragon Age Ultimate Edition\bin_ship\DAOrigins.exe" ...
25/01/2015 15:42:57,281 | INFO | Registering hooks for "C:\Windows\system32\d3d8.dll" ...
25/01/2015 15:42:57,282 | INFO | > Delayed.
25/01/2015 15:42:57,282 | INFO | Registering hooks for "C:\Windows\system32\d3d9.dll" ...
25/01/2015 15:42:57,282 | INFO | > Delayed.
25/01/2015 15:42:57,282 | INFO | Registering hooks for "C:\Windows\system32\d3d10.dll" ...
25/01/2015 15:42:57,283 | INFO | > Delayed.
25/01/2015 15:42:57,283 | INFO | Registering hooks for "C:\Windows\system32\d3d10_1.dll" ...
25/01/2015 15:42:57,284 | INFO | > Delayed.
25/01/2015 15:42:57,284 | INFO | Registering hooks for "C:\Windows\system32\d3d11.dll" ...
25/01/2015 15:42:57,284 | INFO | > Delayed.
25/01/2015 15:42:57,284 | INFO | Registering hooks for "C:\Windows\system32\dxgi.dll" ...
25/01/2015 15:42:57,285 | INFO | > Delayed.
25/01/2015 15:42:57,285 | INFO | Registering hooks for "C:\Windows\system32\opengl32.dll" ...
25/01/2015 15:42:57,285 | INFO | > Delayed.
25/01/2015 15:42:57,285 | INFO | Registering hooks for "C:\Windows\system32\ws2_32.dll" ...
25/01/2015 15:42:57,286 | INFO | > Libraries loaded.
25/01/2015 15:42:57,287 | INFO | > Found 8 match(es). Installing ...
25/01/2015 15:42:57,335 | INFO | > Installed 8 hook(s).
25/01/2015 15:42:57,335 | INFO | Initialized.
25/01/2015 15:42:57,342 | INFO | Installing delayed hooks for "C:\Windows\system32\d3d9.dll" ...
25/01/2015 15:42:57,356 | INFO | > Found 9 match(es). Installing ...
25/01/2015 15:42:57,356 | INFO | > Installed 9 hook(s).
25/01/2015 15:42:57,491 | INFO | Redirecting 'Direct3DCreate9(32)' ...
25/01/2015 15:42:59,421 | INFO | Redirecting 'IDirect3D9::CreateDevice(028307E0, 0, 1, 001B0562, 68, 196A3B20, 0845FADC)' ...
25/01/2015 15:42:59,523 | INFO | Recreated effect environment on runtime 02EBC348.
25/01/2015 15:43:01,835 | INFO | Loading effect from "\Steam\steamapps\common\Dragon Age Ultimate Edition\bin_ship\ReShade.fx" ...
25/01/2015 15:43:02,763 | WARN | > Successfully compiled effect with warnings:
\Steam\steamapps\common\Dragon Age Ultimate Edition\bin_ship\Shader@0x0C887030(1458,10): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
25/01/2015 15:43:08,130 | INFO | Destroyed effect environment on runtime 02EBC348.
25/01/2015 15:43:08,795 | INFO | Exiting ...
25/01/2015 15:43:08,795 | INFO | Uninstalling 20 hook(s) ...
25/01/2015 15:43:08,859 | INFO | Exited.
NOTE: it seems to come from //RAYMARCH AO
Thanks
Thaerryn
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- Marty McFly
- Topic Author
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- SiriusHours
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- Tom Yum 72
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- CeeJay.dk
Tom Yum 72 wrote: Marty, how can i use your mastereffects WITH DOF (martinsh) together ? With sweetfx i know, but i dont want to use sweetfx, only reshade+master effects+dof martinsh. How can i do that?
Why don't you want to use SweetFX?
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- Tom Yum 72
The "Problem" now is that i dont now how to add the dof from martinsh to master effects.
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- Marty McFly
- Topic Author
Tom Yum 72 wrote: I was never really familiar with sweetfx , i use the things in mastereffects (dof, bloom, CA, filmiccurve ,filmicpass) and i,m happy with it.
The "Problem" now is that i dont now how to add the dof from martinsh to master effects.
Use PetkaGta's DOF, it is basically martinsh's DOF except I made some improvements to prevent color bleeding etc.
@topic: Done with my finals so I basically graduated and there's nothing left to learn etc. I will have a lot of freetime so you guys can surely guess what that means.
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- Tom Yum 72
Marty McFly wrote: Use PetkaGta's DOF, it is basically martinsh's DOF except I made some improvements to prevent color bleeding etc.
@topic: Done with my finals so I basically graduated and there's nothing left to learn etc. I will have a lot of freetime so you guys can surely guess what that means.
Congrats to the finals.
Thanks for clarifying that about the dof. I hope i can port my actual settings from martinh over to PetkaGta.
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- Marty McFly
- Topic Author
Everyone, I'm trying out a new concept which is easier for me and I guess easier for end user. SSAO will have following system:
All AO techniques merged. If you enable SSAO, you can tweak some global values like depth fade. You now select your preferred technique, RayAO, Alchemy AO, SSAO or what yet has to come. After that, you can find technique specific values.
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- promuckaj
Now we are waiting on the next update.
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- Marty McFly
- Topic Author
IMPORTANT READ: Same like the SSAO, I plan to make all DOF shaders use the same focussing. You found the perfect focussing for Magic DOF but you prefer the visuals of Matso's DOF which takes ages to configure because the focussing is overcomplicated? Now problem, now you can carry the focussing config from one DOF to another. Here is a small poll, winning DOF's focussing algorithm will be used. REMEMBER, you do not vote on the DOF itself, only the focussing. E.g. Magic DOF's focussing is easiest to adjust? Vote for it.
goo.gl/0nv4hf
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Also, forgot to say congrats for the finals, had stuff to sort out before i got into the PC.
Looking forward as always.
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- Marty McFly
- Topic Author
matsilagi wrote: Voted.
Also, forgot to say congrats for the finals, had stuff to sort out before i got into the PC.
Looking forward as always.
I'd say we have a winner but I'll keep it running until tomorrow or even later, first implement the other stuff.
@The lensflare lovers: blurry enough now? This kind of blur will be kind of mandatory and will be applied on all sorts of lensflares and also on godrays.
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- NattyDread
Concerning god rays: can you expose the screen position values for it? It's kinda useless coming from the center only. Ofc I'm thinking of screenshots. It being in the center is ok for gameplay i guess but I don't see anyone using it in their presets.
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- Marty McFly
- Topic Author
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- promuckaj
Marty McFly wrote:
@The lensflare lovers: blurry enough now? This kind of blur will be kind of mandatory and will be applied on all sorts of lensflares and also on godrays.
Fantastic mate !!! I love it!
Please left option so that users can change intensity of blur on all lens flare effects, if it is not hard job of course.
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